Here’s 41 Minutes Comparing Cyberpunk 2077’s Marketing To The Actual Game

Here’s 41 Minutes Comparing Cyberpunk 2077’s Marketing To The Actual Game
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With a few years of pre-release streams, interviews, previews, announcements and various marketing pushes, Cyberpunk 2077 has left a long trail of promises and footage that can be compared against real-life footage.

YouTuber Crowbcat — uploading their first video since overlaying Hurt onto Ghost Recon footage — has collected 41 minutes of Cyberpunk 2077’s official marketing, previews and associated interviews to compare it against Cyberpunk 2077 today.

Some of the famous T-posing bugs and glitches are there, and chances are you’ve seen them by now. But the video is more about comparing statements from CD Projekt Red’s staff and management in interviews, and comments from previews on YouTube about the state of the game, systems, functionality and gameplay.

Because it’s one of the longest videos and it has the most out-of-game footage, Crowbcat’s video offers probably the most brutal and direct comparisons. There’s also comparisons from older open-world games like Saints Row, Grand Theft Auto: San Andreas, Mafia and GTA 4 that shows the reactivity of NPCs and the game world to the player’s actions.

Naturally, Cyberpunk 2077 doesn’t come off well. And that’s before the game’s original promises of your choices in quests, and the ripple effect it would have throughout the rest of Cyberpunk 2077, are analysed.

Despite all of this, Cyberpunk 2077 on PC has solid reviews. But having spent 70 hours in the game, and seeing so many of the game’s original systems and structures either lacking or scrapped to get Cyberpunk out for release, CD Projekt has a huge endeavour ahead of them. Is it really possible at this stage, for instance, to rework the game so that the original life paths have the kind of impact and effect that was so originally promised? Will car chases — the random encounters introduced in the first gameplay reveal — ever be reintroduced? Official trailers mentioned exchangeable parts for cars, although developers later explained that customisation for vehicles wasn’t a part of the game. Will that get added one day?

Cyberpunk 2077 is due to get a “major” patch this month to improve its performance on all platforms, but specifically base consoles, later this month. That’ll land sometime within the next six days, according to the update given by CD Projekt co-founder Marcin Iwiński last week.

The official roadmap has a separate block noting that “multiple updates & improvements” won’t be added to the game until patch 1.2 onwards. That second major release was supposedly due out sometime in February, although we’ll have to wait and see what happens with the January release first.

Comments

  • Most disappointing was the Voodoo Boy mission, the promise if multipath faction conflict gameplay devolved to two missions and no lasting consequences. You see it how empty Pacifica is on missions, the local Fixer has I think 3 missions.

  • Well that is about 15mins I want back, that is about all I could sit through of that painful video. All the way through I was ‘I get it, the bad game upset you. Build a bridge.’ Im sorry but while I am annoyed about the state of the game at launch, especially on base consoles, no amount of this silliness is going to change the reality and quite frankly this is perhaps the most unremarkable and unconcerning thing in the world currently.

    Yet some are fixated so deeply on it, it becomes way more about them than the game.

    • Why are you fixated on the people memeing on it? I’ve actually spent far more time laughing at this disaster than being angry, despite what people think of my comments here. Much like Disney’s screw ups over the years, I enjoyed the Sequels for very different reasons to the conventional crowd and it had everything to do with them being a train wreck. The fallout was better than the films.

      Sometimes it’s nice to look at an unmitigated disaster and think to yourself that nothing you do in your lifespan will ever that bad, cost that much money, or ruin the days of so many people.

    • If anything don’t you think maybe that’s why people are fixated on the state of it?

      Sitting at home, watching the world go to shit, game they have been waiting for (since 2013) and a company they trusted finally releases in its current state. I can totally see where people are coming from with the current ‘fixation’ on the mess that cyberpunk has been.

  • Wow, that was pretty brutal. I didn’t realise half of those promised features were outright missing.

    The shots of all the merch sold before the game was released was really embarrasing too.

  • Damn. I didnt realise that console (and some PC) players had it this bad. I hadnt seen any bugs for current gen consoles before watching the video and I see now how they could get so p-ed off about it.
    Im not letting CPR off the hook for anything but apart from the odd crash (through Steam. Using the launcher without Steam worked for me), cars exploding for no reason and dialog boxes staying open after missions end, I havent seen anything close to what console players are experiencing and its sad. Im enjoying my time with the game and im sorry that others cant.

  • I don’t really need to see bug montages but the part where it’s like ‘Saints Row car vs Cyberpunk car’ was interesting. GTAIV/V is a high bar, but the original Saints Row? San Andreas? LEGO City Undercover?

    At the very least the video is a good reminder of just how much is going on even in no-frills open world games. It highlights why the game feels off at times even when it’s not directly glitching out. I had an early moment where I walked down some steps wrong and scared all the NPCs, and at the time I thought it was weird because the NPCs were triggered for no reason, but in hindsight it’s because dozens of NPCs were reacting with the same basic cower in fear response.

    Some of that is having a high bar, I came directly from playing MGS2/MGRR so the stealth and swordplay feel incredibly simplistic, but at the same time the stealth and swordplay don’t look that hot against 2002’s Morrowind so it’s not entirely a matter of expecting perfection.

    • Yeah, I swear at least 25 of the 40 minutes were just clips of what happens when you attempt to the run the game on a machine that can’t run it. (This includes the last-gen base consoles, which it is now clear should never have been expected to run it.)

      After you’ve made that argument once – “They promised it would run, other games run,” – it doesn’t really need to be made for a further 20 minutes. I feel like the video would’ve had a lot more impact if it had been able to focus on going after the many deficiencies that aren’t related to trying to run a next-gen game on a shitbox. Instead, I was sitting there shrugging at what was largely streaming-issue pop-in stuff that I never experienced in 150+ hours on the PS5, unable to relate because I ran the game on a machine it was meant to be run on.

      The worst part of the overall reporting focus on the last-gen consoles is that it’s made it easier for CDPR to get away with claiming that’s the main/only problem, minimizing just how poorly they did other things, how many other sacrifices they made. You only need to look at the apology made, which heavily implies the PC version gets a pass because ‘it reviewed great’. But it could and should have been so much better. SO MUCH.

      I’m still pretty sad about the missing customization options, the lack of 3rd-person views during cinematic-type sequences, like the elevator ride into the scav chop-shop, from the demo, and the clearly mangled and condensed story that had clear signs early on of grand designs for lasting impacts, and a world that you would end up living in; as opposed to a main story that takes you on a whirlwind tour of certain districts under (false) threat of imminent brain-death, then fucking ends when you resolve that ostensibly time-sensitive issue, punting you back into the world to enjoy… everything else they put in there, a la carte and utterly disconnected.

      Don’t get me wrong, I LOVE the game and easily loved the majority of the 150+ hrs I played that wasn’t reloading from half-hourly crashes, but fuck man. You can SEE what they had the potential to do, and that they didn’t feels criminal.

      • And at 4-8 years development with this level of resources I don’t think it’s unreasonable to say it should have been better. Not just from a consumer perspective either. I imagine there are more than few people who worked on this currently sitting around thinking ‘wow, I spent a year pouring everything I had into a feature that will never see the light of day because management had us chasing our tails’.

        When they talk about taking responsibility you know that doesn’t include walking up to some programmer or artist and saying ‘sorry that our mismanagement meant that you worked three times as hard while we only used a quarter of what you produced’.

  • I do wonder how all of this is going to be handled in the Cyberpunk multiplayer version, I imagine the current way the assets stream in would not work for it very well (on the PS5 the most noticeable thing I see is NPC’s and cars in the not so far distance disappear and then have completely different NPC’s and cars show up on getting closer and thats if anything re-appears at all) though this will probably all be done server side. The (lack of) AI will also be even more apparent when they have to account for multiple sources of interaction/disturbances from the other players. Would be a shame if they implemented a more robust AI system in the Multiplayer version and didn’t carry it over to the single player experience.

    One thing we can most probably see happening in the multiplayer version is far more complex character creation and customisation options, it would be a bit disheartening as it’s very lacking in the single player experience in a world where it seems such a core aspect to it.

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